Notes from the maintainers
Anne L4D2 Knowledge Base
Joining, changing mode, finding a SteamID, connection failures, reports and appeals. Written for how this server works. We update it when the config changes.
Joining and troubleshooting
Copy the address, connection failures, custom-map loading.
How to join an Anne server
Open the console and copy connect from this site. Steam matchmaking often misses us. Do not sit and wait.
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Troubleshooting L4D2 Community Server Connections and Loading
Can't connect, stuck loading, or a custom map won't load? Work through these steps.
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How to join and upload custom maps
A missing map or the wrong version stalls loading. Confirm the map name, install it, then connect. Uploads to the server go through this site.
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First Night on Anne: How to Finish One Campaign
Copy connect, join a regular campaign, finish one game. Leave Hardcore and Versus for later tonight.
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Modes and commands
Change mode or map, plus the first commands after you join.
How to change mode and map
Ask the room first. Use !match to change gameplay; if a match is already loaded, !rmatch first. Use !mapvote for custom maps.
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Commands you will use after joining
Learn !join, !vote, !match, !ip, and !xx first. Look up the rest on the commands page.
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What Anne Co-op Is: An AnneHappy Primer
Anne co-op is not just more SI. Pressure tracks the team. Keeping people up and saving kits matters more than aim.
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Starting Versus: Count Players First, Then Pick a Ruleset
There is a cfg from 1v1 to 4v4. ZoneMod, NextMod, EQ, Acemod RV differences are below.
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Not0721 High-Pressure Co-op: A Config Cheat Sheet
The same family has 3 SI and 28 SI. The wrong pick is torture, not a challenge. Read the parameters before you join.
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How to choose Campaign, Anne co-op, and Versus
One machine can run dozens of cfgs. See which line the room is on, then decide whether to join.
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How Four Players Stand in Anne Co-op: Who Leads, Who Trails, Who Revives
Progress uses the team's lower-median Flow. One person rushing ahead will not move the countdown.
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How Standard and Hardcore Anne Co-op Differ
Both are AnneHappy. Hardcore is not two extra SI. Forgiveness and supplies tighten together.
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Read !xx Before You Act: What to Check in an Unfamiliar Room
Two Anne co-op rooms can be completely different configs. !xx / !x shows the match actually loaded. If the prompt disagrees, trust the server.
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Why Anne co-op suddenly wipes: five common reasons
Usually progress, grouping, or revives are fighting the plugin checks. Compare against the timeline and distance bands.
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The minute before you leave the saferoom: run this list before the door
Stepping out locks the tier. Health, ammo, throwables, who leads and who covers rear: settle it inside.
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Guns in Anne co-op: think position first, then the gun
There is no single correct loadout. Shotguns control close range, rifles cover mid, the hunting sniper cuts tongues, melee only works in tight spots.
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Mechanics
Spawn waves, spawn points, and dynamic difficulty, verified against plugin source code.
How the Five Dynamic AI Tiers Are Set: PPM, Thresholds, and Locking
Tier comes from the mean personal PPM of each human survivor. Thresholds recompute daily from server-wide data.
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The 16 Seconds of an SI Wave: From Countdown to Anti-Bait
The 16 seconds restart after kill observation. They are not the gap between waves. A healthy clump that stands still can hold the wave with no cap.
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Where SI Spawn From: The 250-Unit Hard Exclusion and Class Distance Bands
Drop spots within 250 of any survivor. Each class has its own band. Search farther only when nothing is found.
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What SI Become on Extreme
PPM at the day's P95 or above enters Extreme. Hunter air speed 900, Tank bunnyhop cap 1050.
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Tank and Witch in Anne Co-op: Progress, Positioning, and Don't Steal Meds
!tank shows progress. You will not outrun a high-tier Tank on the flat. A startled Witch scrambles the next wave too.
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Understanding Anne's Tank: Pursuit, Target Selection, and Terrain Decisions
12 interactive 3D scenes explain why the Tank bunny hops, switches targets, and slows near ladders, along with the behavior differences among 1.x, 2.0, and 2.1.
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Map Guides
Written to Anne co-op spawning. Those route guides from the web will not help.
Dead Center Anne Co-op: Hotel to Atrium
Down the burning hotel, the cola run at the gun shop, the mall alarm gate, the fueling finale in the atrium. Route knowledge is not the hard part.
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No Mercy Anne Co-op: Apartments to Rooftop
Subway chokes, sewer elevation, hospital elevator, rooftop Tank. These are where you wipe most often.
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The Parish Anne Co-op: Waterfront to Bridge
Park, cemetery, alleys, bridge. This map splits the team the most.
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Dark Carnival Anne Co-op: Highway to Concert
Alarmed cars on the highway, the carousel alarm, the coaster alarm run, barn high ground, the concert finale.
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Swamp Fever Anne Co-op: Plank Country to Plantation
Single-file planks, coverless swamp, shantytown alleys, plantation stairwells.
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Hard Rain Anne co-op: the same map, walked twice
On the way out you pick the route. On the way back the water picks for you. Cane field spread, sugar mill high ground, and holding steady through the flooded town.
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Death Toll Anne co-op: culverts, the church, and the boathouse
Single-file drains, the church bell hold, main street spread, and an open boathouse finale.
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The Passing Anne co-op: the wedding, the underground, and the port
Halfway through the streets sits the Witch bride. The underground chapter starts at 18% flow. The port finale is all about the hold.
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The Sacrifice Anne co-op: rails, the barge, and that bridge
The first two chapters both run past twenty-eight thousand units, so stock for a long game. Decide before the door who goes down for the generator at the end.
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Crash Course Anne co-op: a whole run in two chapters
No saferoom at the start; you land in the open. The alleys are full of alarmed cars, and the truck lot finale plays around a generator.
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Dead Air Anne co-op: from greenhouse roofs to the runway
Rooftop high ground, the crane event, a long construction chapter, terminal escalators, and holding the runway for the plane.
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Blood Harvest Anne co-op: woods, the tunnel, and the cornfield
Trail spread, tunnel spawns from both ends, the bridge event, and the farmhouse at 85% flow.
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Cold Stream Anne co-op: four chapters of creek
Mountain terrain with wild sight-line swings and two chapters past twenty-four thousand units. The Nav is rough; checking the spawn spread yourself beats memorizing guides.
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The Last Stand Anne co-op: one road to the lighthouse
The first chapter runs thirty-four thousand units, the longest in the server data. Supply planning beats aim here.
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Identity and bans
Find a SteamID, check bans, write a report or appeal.
How to find your SteamID
Reports, ban checks, and stats all need it. Nicknames change. SteamIDs do not.
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How to check bans and comm blocks
Search the ban page with a SteamID. If you are already banned, file an appeal. If it has not been handled yet, file a report.
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How to write a report or ban appeal
Follow the SourceBans flow: SteamID, time, server, and evidence, so admins can check it.
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Other pages on this site
Written for how this server actually works, not copied from elsewhere.
Mode GuideA complete guide from joining and changing modes to common errors
Mode configs, common commands, and FAQ
Spawn and Special Infected DifficultyPPM tiers and Special Infected behavior explained from current plugin configuration
Five difficulty tiers and their settings
Server CommandsA command index synchronized with the GitHub plugin docs
Player, administrator, and server configuration
Server Update LogA public record of plugin, map pool, and rule changes
Continuously updated